Next week is my Felltower game.
Stericksburg hasn't really sat idle.*
Here is the current status for equipment and personnel.
All of the following rolls are modified as usual for over-spending on upkeep and for Reputation. Under-spending or bad Reputations reduce them. Not spending (roughing it out in the wilderness with Survival) reduces them all to zero. Only automatically available items are available for you - the rest take shopping time and you spent that time camping out to avoid upkeep costs!
Here are the availability rolls for equipment, broken out by section. Every two points the roll is made by is an additional one of that item for sale. On a critical success, the number is one for every one point the roll was made by or unlimited, depending on which makes more sense. You may make one roll per session for the entire group for a given item.
Mundane Gear: Freely available.
Armor and Weapons: List items are freely available. Custom and prefixed gear is available on a 15-, 12- if it's an odd combination or multiple-prefixed, and as low as 6- for really specific combinations ("I need a Fine Dwarven Balanced throwing axe with a backspike, both Silvered"). You can always special order custom weapons and armor. Custom armor assumes you're staying in town - no getting fitted out for a suit while you're living out in the woods.
Most ammunition is available in unlimited quantities, but special ammunition will be limited based on a 15- roll and one round per point the roll is made by.
Special Items: Most "specialty" items are available on a 12-. If not, you must special order them. Orders take 2d weeks to arrive, not 1d, because we're alternating games between sessions. Just because we're supposed to start up Star Wars and we'll play Gamma Terra doesn't mean it's effectively half as many sessions to wait for special order items.
Magic Equipment: Special order only. Normal enchantment times apply, plus delivery time for special orders.
Low-cost basic enchantments take half as long as listed above, or the normal enchantment time, whichever is higher. Some basic enchantments might be available right away (Fortify, Lighten, ammunition enchantments, and so on.) What counts as "low-cost" and "basic" is a GM call.
Chemicals and Natural Concoctions: Unlimited.
Poisons: Monster Drool is unlimited. Others are available on a 12-.
Potions: Most potions are available on a 12-. Minor Healing, Major Healing, and Universal Antidote potions are available with no limit on quantity.
Scrolls: Available for special order.
Power Item Charging: As listed, overcharging power items is not yet available.
Raggi Ragnarsson: Available on a 9-. It's been a year plus since he's hit Felltower. He might come rolling back in when he hears his new Roughnecks are looking for their leader (heh), but he might not. He's a loot-seeking killer, at heart, and he's not going to hang out not looting and not killing. On a 9- or less, though, he's passing through Stericksburg and he never says no to adventuring.
If not, we'll roll 9- each session. Once he's back, he's at his usual chances: 9- if he got a lot of loot, 12- in most cases, 15- if he's hard up for cash.
Black Jans: Appearance is a per-session roll, never modified by anything! This is a specific exception to the rules. Roll frequency is secret, and made by the GM, and varies based on other circumstances. All visits require a Reaction Roll, also done in secret, and the results of the visit depend highly on this! Bonuses or penalties depend on what the visit is for. Visitors are strongly advised to be polite, be careful, and to only approach Black Jans when other resources have been exhausted.
Hirelings: Normal availability per DF 15. Relatively few veterans still live.
The big war to the south is still going on, but it's Spring so campaign season is just beginning. That means there are still a number of able bodied potential hirelings in Stericksburg. Early financial success by the PCs might keep folks around looking for work. Early failure might poison the well for a while.
Volunteers: Available on a 6-. No one has had sufficient success to get world-be "part members" to just show up and sign on, especially since the pay assumption is "tips."
Because someone has been asking about learning to make Power Items, casting spells for cash, working in town to build up money, and so on:
Jobs: As always, there are just enough jobs out there that pay equal to your upkeep. You can always take a job instead of your one week's upkeep cost for downtime, but this precludes any extra in-town rumormongering, shopping, special orders, etc.
Otherwise we assume you've been working at a net-zero income job for most of the time you were off, paid one week's upkeep yourself, and been able to shop, learn spells, recover from injury, hit the sack early for an early departure on delve day, etc. Examine this too closely and it might break down, so don't do that. It's Dungeon Fantasy, not Papers & Paychecks. And if you really want to make your own Power Items, it's a 75 point Power-Up. It's not worth it in this game, but it's your character.
* Well, it has, but then I went and modified it to preserve that illusion.